How cute can you take it? If your answer is merely "pretty darn cute", that won't be enough, because the latest game from Picaso Games is adorable enough to make Scottish-Fold kittens on the other side of the world jealous. Even your cursor becomes pudgy and extra cuddly as you set out to help the little Euwins return home. It seems a massive tidal wave has scattered them across the land, but fortunately for them, they have a steady supply of building materials, even if they don't quite know how to use them. That's where you and one very clever physics engine come in with Bridgecraft.

The gameplay feels similar to Armadillo Run or Pontifex. You start each level with a budget that you can use to purchase building materials, like the standard deck, and add either steel or the weaker rope for support.

Start by clicking on the anchor points, denoted by little green circles, and draw a line to direct where your bridge will go. Clicking on a green circle again will delete anything attached to it, returning the cost to your budget. You'll need to work in segments, and since some obstacles are bigger than others, you're going to have to strengthen your bridge with the appropriate material. Rope may be cheaper, but it's more than a little unforgiving when it comes to bearing weight. For the most part, each material behaves like it should, so you should feel more comfortable with a reinforced steel bridge than, oh, a swaying bridge made of water-logged macrame.

When you're ready, you can click the green Start button to send your little critter tottering trustingly out onto your bridge. If the bridge snaps, you'll have to try again. You can choose to Undo a single move, Reset the whole level, or add more support to the existing design, if you have any funds left. There's no real penalty for failing, so you can try over and over again as often as you like. In fact, you'll probably want to make use of the "Show Stress" button at the top of the screen, which will highlight areas that are under particular strain when the Euwin tries to cross and help you figure out where the problem lies. That the levels take place on a grid makes it that much easier to really fine-tune your measurements.

For those of us with less than a passing interest in architecture, Bridgecraft can prove frustratingly challenging at times, as you watch construct after construct surrender to the elements and send your unhappy looking Euwins tumbling into the watery depths. You may not need a degree in engineering for this one, but it helps to have a basic understanding of structure and support. 70 levels is plenty of time to become a building master, but I'm still not sure whether the physics engine is unforgiving, or I'm just inept at engineering. I'm sorry, little Euwins. Your trusting eyes will haunt me in my dreams!

Analysis: Don't be fooled by that happy smiling sun. It's a good thing this game is so unrelentingly cheerful, since the soothing colours and shapes can help when you'd rather throw your keyboard out the window, after yet another bridge falls apart like a soggy pretzel. That's what I get for passing notes during science class. It takes a lot of experimentation and patience to figure out exactly what each level requires, since working within a budget means there is rarely more than one solution for any given puzzle. Adding to your stress, the Undo button only lets you undo a single move, which forces you to reset the entire structure if your mistake happened early on in the building process.

If any game could be described as appealing to a niche group, then this is probably it. The challenge of building a sturdy bridge under monetary constraints isn't going to be everyone's cuppa, and with nary a bloodthirsty alien or magical sword to be found, those craving fast-paced action had better look elsewhere. What's surprising, however, is how this one grew on me. The satisfaction in completing a level and seeing your design stand tall is pretty addictive, to say nothing of the increasing challenge as the levels go on.

Bridgecraft is an exercise in patience, common-sense, and ingenuity. If the trial-and-error doesn't discourage you, and I encourage you not to let it for this one, the experience can be rewarding. For me it also serves as a reminder of why I got that F in shop class.

This list is not by any means the "right" way to do any of these. I wasn't striving for a high score, but rather simply to muddle through to the end. I accomplished the muddling at least.

Before the levels, I'll cover a few gameplay basics you are probably already familiar with. I'll hide these just in case someone wants a completely virginal playing experience.

Sometimes you need to start building far away from an anchor point. That's easily accommodated by simply running a length of rope from the anchor to wherever you'd like to begin. Once you have a bridge span or steel beam in place you can delete the rope. I've mentioned this on the first (I think) level I used the technique.

You can reinforce sections either with another material or just more of the same. Some sections need two steel beams or two lengths of rope to handle the stress. Some will need one of each. I've tried to mention the places I've done this but I'm sure I've missed a few. If the solution isn't working have a look at how much of your budget is left. If you have more than my picture shows I had left odds are some reinforcement is needed.

The physics of the game are kind of sketchy sometimes, so even though I tested all these solutions a couple of times, there's no guarantee they'll work for you. Look at the weirdness of level 34 for evidence.

Want to increase your score? Then this is the walkthrough for you. It scores over 50K points more than the original walkthrough and may help your score.

INTRODUCTION

This is NOT intended to "show up" the author of the original because he wasn't playing for points in the first place and clearly states so in his introduction. Also, I didn't view his solutions then look for ways to improve upon them afterward. I played the game on my own from start to finish. But I began under the erroneous impression that saved points accumulated for later use. I realized my mistake later but continued maximizing points wherever possible. I use his scores and solutions for comparison because they are the only complete reference I have. Lastly, I tip my hat to him for composing the walkthrough, and for completing the game (I almost gave up myself at level 26).

I don't have any advantage of special schooling; I'm just a regular guy. I tend to favor symmetrical solutions and it pained me to sacrifice a nice-looking structure for points. Also, like the wooden block tower game Jenga, there's probably a beam here and there that can be omitted without any effect. But I didn't tinker endlessly trying to squeeze out every last point. However, in some cases where the bridge works but collapses afterward, I didn't spend the 100-150 extra points to keep it standing.

I don't know how many people will see this as I discovered this game late after the buzz died off. If anyone does, I hope it helps. My score got me into the monthly Top 10 so it's a good score. But there were higher scores, so that means still better solutions to many levels. If this inspires you to discover any, please feel free to post your solution. Have fun!

Again, my instinct was to use rope instead of steel. Saves a considerable 1433 pts (4567 vs 3134). The rope is supposed to snap. If you re-play this level, you need to replace the ropes. Don't know why, but it won't work unless you do.

Even though it doesn't save as many points, I've got to hand it to Diego for a design that saves 1256 pts. I first saw it as I was writing this walkthrough & laughed out loud when I tried it. When the small steel beam breaks, the "cage" swings carrying our friend Crabbyface. Lovely indeed!

Not very sleek, but saves 519 pts (3904 vs 3385). The highlighted beam is rope-reinforced steel. It collapses afterward but will stay intact if the diagonal steel beam at the farthest left is doubled. That uses another 120 pts, so I didn't do it because disposable bridges seem to be fair game.

Hey, if we're going to make single-use disposable bridges, we may as well make them REALLY disposable. This saves 540 pts (4763 vs 4223). It can be tweaked to keep the trapeze hanging without snapping the rope, but it costs a tad more and I didn't see any point in doing so.

A horizontal ground-level path anchored at both ends. Now it's only a matter of support. Using only what is necessary saves a whopping 2776 pts (8645 vs 5869). The highlighted beam is double steel. The two upper rope sections are just rope.

I disagree with the comment about "what the authors wanted" (especially since it uses a "cheat," LOL). My reasoning is that the designers could easily prevent unwanted shortcuts if they wanted to. Having falls kill the Euwins, for example. In the end, I arrived at a very simple solution that saves a substantial 1807 pts (14,300 vs 12,493).

The two highlighted diagonal beams are doubled. The highlighted horizontal beam is rope-reinforced steel. Since the bridge is supported from below, it made sense to use bottom bracing. This saves an impressive 1657 pts (10,801 vs 9144).

Okay, back to Philip's "physics engine exploit." I guess it comes down to whether one thinks it's cheating, an individual decision. If I had thought of it on my own (and I wish I had), then I probably wouldn't think so. But I didn't. So to me, relying on it repeatedly when there are alternative viable solutions is cheating. So I'll offer two separate point-saving options depending upon your view.

This was done after the fact to improve upon AaronzDad's design. Saves 564 pts (14,072 vs 13,508).

Like others, I too grumbled about a list of complaints; two-ton shuffling Euwins who refuse to pick up their feet when they walk, elastic rope (except when you want it to be), inconsistencies like when a critter smashes deck by falling just two grid lengths, yet other times fall long distances with no damage, and beams that won't get any stronger no matter how many times you reinforce them. But after awhile, I accepted these limitations and enjoyed the challenge of working through them.

If you really want to maximize your score, always use the "Show Stress" button. As noted, blue is tension and red is compression. Strengthening a blue steel beam with more steel often causes a different beam to snap, which in turn prompts you to double that one and so on. Using rope instead as reinforcement (or even replacement) often solves the problem with no further modification necessary. I didn't really utilize this feature until later in my game; so many designs can probably be improved. The key to high scores: use more rope - the cheapest material.

Since it took several days for me to finish, I really started noticing the attention the designers paid to the background with its clouds, lightning and surreal and whimsical structures. The sounds of frogs, birds and thunder contributed to the atmosphere. The between-level music was another story.

As I mentioned earlier, I was ready to give up about a third of the way in. But like Dora, the game really grew on me. Unlike other bridge construction games, this one lent itself to creative solutions which added to the fun. In the end, I thoroughly enjoyed it and urge those who feel like quitting to hang in there because completing it can be very rewarding.

I was just part of a team that won a bridge competition today, so I should do well. However, I find the ridiculously flexible joints and inability to create abutments in the surrounding rock very annoying. Also, I can't feel pity for the creatures when they refuse to climb any sort of incline.

After about 20 hours testing this game, walkthroughing it 3 different times, and providing (hopefully useful) feedback to Candystand... well... put it this way: I've had dreams for the past 3-4 days where I'm a cute little green or blue alien taking a stroll to fun, happy music. I see a bridge ahead and think how joyous it will be to cross it and see the calming river below. Only then do I actually try and step on the bridge, to have the first segment explode under my feet, and then I'm falling to my watery grave. But the music is so happy that I can't be upset! Yay!

As Dora's review says, this game won't appeal to everyone. But if you give it time and get into it, it IS a fun game. Just be glad you're playing this version and not the one that I played initially. :) And, uh, play BridgeCraft! Yay!

just put 4 near equal lengths of deck across (one will be slightly shorter and it works better if that one is in the middle)
Then use steel to make triangles over the deck, AS HIGH AS IT WILL GO. connect triangles, hit start.

this could be a really fun game, I think. However, I find it hard to believe that those 5 pound blobs are snapping all those steel girders and cables and finished decks by nature of their weight. That, coupled with an odd gravity system and the fact that they can't seem to walk up a ramp of an incline of more than 25 degrees or so means each puzzle only has one solution which is always stunningly tough to find. Maybe I just can't figure out how the mechanic works.

Also, there have been so many times where I went to put in a deck or girder and found out that it wasn't long enough, or I found that I was a tad short on currency, which just added to the difficulty. Unlike in real life, lots of little tiny steel girders broke so much more easily than one large one.

I had fun with the 10 or so levels I played, but it's just too frustrating and repetitive for me to want to continue.

The hint by fattywads for level 4 didn't help me picture it at all (it totally confused me), but I did actually give it another try and I got it:

Build the wooden bridge straight across in two segments, and then use steel underneath the water in five segments as triangle reinforcements.

And then I tried level 5 and I was equally stuck, and I decided that this was not the game for me. And given that flexiblecarter couldn't get past level 4 and went to school for architectural design, and mebesquee is apparently an engineer, I don't think that this is necessarily down to me being "sucky".

Any casual puzzle game which gets that many people that frustrated at level 4 out of 70 is doing something wrong, IMHO. Unless it advertises itself as being for experts only, which the cute graphics do not--if anything they seem to suggest "Come on in! This is the bridge game for everyone!"

Okay, put long bridge pieces all the way across from the top left joint to the right joint. Now, put long steel girder triangles all the way across, then join all the steel girder triangles together. Then, on the bottom left joint, attach a piece of rope and stretch it to the nearest bridge joint. This worked for me. Not sure if you need the rope, but just to be on the safe side...

Add 2 bridges. Now you have 3 green points on the bridge. Attach some steel to point 1 and 2, and let them meet above the bridge in a new point to form a triangle. Do the same for point 2 and 3, so that you have 2 triangles next to each other. Now connect the top point of each triangle with each other, and ta da, low bridge.

AAUUUGGHHHH C'MON!!! Level 13, attempt like 5,309,289. Seriously, natural selection woulda taken care of these things long before they're bridges washed out; these creatures have absolutely no will power to survive.

JIGuest: If you don't follow the tutorial exactly, it breaks and won't let you draw the bridge. Quitting and restarting the level will let you draw properly.
(And it's easy, just draw a bridge, doesn't need supports.)

LOL Komonoway, brilliant :D
Agreed, no race that's sitting around waiting for some disembodied being to save them and build bridges is ever going to survive. They seem rather relaxed when facing extinction.

This game is similar to Pontifex (originally Bridge Builder) by Chronic Logic, but it's nowhere near as good. As others have said, the physics are odd. The lack of coherent mount points leads to frustration, not to clever puzzle solutions. The game frequently doesn't make a lot of sense.

I find the game almost too easy. I'm on level 16 and haven't found anything that took me longer than a minute yet. Maybe it's because I played too much Pontifex way back when, but a simple triangle combination works on most levels.

Also, if your clever design fails, then the stress meter and doubling up on the breaking steel segments frequently works.

No offense to the author of the game, but it is, as my British friends might put it, total bullocks as far as bridge architecture is concerned. Those floppy joints are rediculous, and as another poster has pointed out, a *real* bridge would be braced against the solid ground on each side. Heck, if you were that incapable of making a rigid joint between sections, your best bet would be a *pontoon* bridge.

Level 14 please? I really desperately need help as I have barely managed to scrape by on some of the other tricky ones. Please, please, help! The rest of my bridge seems sound and safe enough, but it seems no matter how much I try to reinforce the first segment, the fact remains that it is just TOO SHORT to reach the first platform of ground and poor little Crabbi!

I agree with several above: the physics of this game are completely unrealistic. If a steel reinforced bridge segment is destroyed by a tiny little dude walking across it, your program is out of whack. Good ideas, but please go back to the drawing board.

Totally stuck on level 67! It's too long, it seems to need another row of girders but I can't afford them. I tried ropes connecting girders above to the sides, but that didn't do it. Anybody know how to get this level? The rest I've been able to get without more than 5 or 10 minutes of thought, but I've been working on this one for over an hour with no progress.

Great building game! Very addictive.
But I m totally stuck on level 20... I tried so many ways, for last 2 hours... Horizontal way, diagonal way, truss up or down (even up AND down!), ropes, nothing works!!
Aaaaaaaarghhh....

Use 3 decks going straight from right to left. You'll have to leave one gap at the very left. Do a v shape under the first deck and the usual framework over the other 2. The will have to be only 2 squares high. It looks like it will break but it WON'T!!! Yay! At last, level 21!

Also, has anyone got a way to do Island 23 without the bridge breaking? Because mine only works by snapping, yet Crabbi manages to get to the last deck. However, it is tilted upwards so he cannot climb it, but it breaks off, dropping him above the finish island to land on the very edge of it in remarkable style. It reminds me of something James Bond or Lara Croft might do...

I found a backdoor way to beat several levels. It takes some tedious work, but it almost always pays off and is good for those extra-tough levels. (Although it doesn't always pay off.)

Just draw the bridge from one side to the other, but make it where each piece of the bridge is only one unit long (so there are a bunch of joints).

Do the same with rope, tracing over each piece of the bridge with one-unit rope pieces.

Finally, make one extra piece of bridge at the far end, as long as it can be, and connect it to your current bridge with all the joints). This just helps the little guy get up if there's a slope.

Hit start and all of the bridge pieces (with the exception of the long one you put at the end) should pop, leaving a long, jointed rope. When the guy starts walking, he should walk over the rope with no problems.

The only times this doesn't work are when there is a big slope and the long end piece is too steep. Level 14 is a good example. I haven't found a way to remedy this yet, unfortunately.

The physics of this game are some of the weirdest I've ever seen. In level 25, why does the first deck piece snap when the little guy bumps up against? He's not even ON it! I like these kinds of games, but this one is more difficult than it needs to be.

Also -- in the write-up for the game, Dora complains about the "undo" button only taking away one step and having to restart completely if you make a mistake. I don't think it is a spoiler to point out that just clicking on any of the pieces will remove it, at any point in the game.

Now, I know this can't be the intended solution, but it worked, so I am moving on. I basically made this insane, lopsided dangling triangle thing that collapsed but still managed to get the little wide-eyed monster across.

I used a long piece of steel straight down, and another short piece of steel at an angle to connect the basic bridge piece, which was just below the left cliff.

But I had to throw in an extra piece of rope between the bottom left of the triangle and the joint between the top two pieces of steel.

Could use some work. The concept is fantastically cute and the backgrounds are always cool. The physics are just fine, it's an alien planet, things don't work like they do on Earth; plus its fun trying to push the limits of all your components. However the level designs really need some work. There were a few that used some ingenuity and controlled failing so your guy goes flying over the gaps but 65 out of 70 levels were the saaaaame thing: make a flat deck, smother it in some monster girder contraption.

This list is not by any means the "right" way to do any of these. I wasn't striving for a high score, but rather simply to muddle through to the end. I accomplished the muddling at least.

Before the levels, I'll cover a few gameplay basics you are probably already familiar with. I'll hide these just in case someone wants a completely virginal playing experience.

Sometimes you need to start building far away from an anchor point. That's easily accommodated by simply running a length of rope from the anchor to wherever you'd like to begin. Once you have a bridge span or steel beam in place you can delete the rope. I've mentioned this on the first (I think) level I used the technique.

You can reinforce sections either with another material or just more of the same. Some sections need two steel beams or two lengths of rope to handle the stress. Some will need one of each. I've tried to mention the places I've done this but I'm sure I've missed a few. If the solution isn't working have a look at how much of your budget is left. If you have more than my picture shows I had left odds are some reinforcement is needed.

The physics of the game are kind of sketchy sometimes, so even though I tested all these solutions a couple of times, there's no guarantee they'll work for you. Look at the weirdness of level 34 for evidence.

Do these little critters weigh 2 tons each? Or is the steel really some cheap tin foil? The physics of this game are not very realistic. Too many reasonable solutions result in failures. Did the authors lose the popsicle stick bridge-building competition in high school? This game needs a total overhaul. Just my opinion.

Could someone give me some hints for level 69 (I don't want to look at spoiler pics)? I thought I had it several times, but Greenie could not get his little fat ass over the tiniest of inclines! He was at the edge of the other side but nooo! Argh...

Want to increase your score? Then this is the walkthrough for you. It scores over 50K points more than the original walkthrough and may help your score.

INTRODUCTION

This is NOT intended to "show up" the author of the original because he wasn't playing for points in the first place and clearly states so in his introduction. Also, I didn't view his solutions then look for ways to improve upon them afterward. I played the game on my own from start to finish. But I began under the erroneous impression that saved points accumulated for later use. I realized my mistake later but continued maximizing points wherever possible. I use his scores and solutions for comparison because they are the only complete reference I have. Lastly, I tip my hat to him for composing the walkthrough, and for completing the game (I almost gave up myself at level 26).

I don't have any advantage of special schooling; I'm just a regular guy. I tend to favor symmetrical solutions and it pained me to sacrifice a nice-looking structure for points. Also, like the wooden block tower game Jenga, there's probably a beam here and there that can be omitted without any effect. But I didn't tinker endlessly trying to squeeze out every last point. However, in some cases where the bridge works but collapses afterward, I didn't spend the 100-150 extra points to keep it standing.

I don't know how many people will see this as I discovered this game late after the buzz died off. If anyone does, I hope it helps. My score got me into the monthly Top 10 so it's a good score. But there were higher scores, so that means still better solutions to many levels. If this inspires you to discover any, please feel free to post your solution. Have fun!

Again, my instinct was to use rope instead of steel. Saves a considerable 1433 pts (4567 vs 3134). The rope is supposed to snap. If you re-play this level, you need to replace the ropes. Don't know why, but it won't work unless you do.

Even though it doesn't save as many points, I've got to hand it to Diego for a design that saves 1256 pts. I first saw it as I was writing this walkthrough & laughed out loud when I tried it. When the small steel beam breaks, the "cage" swings carrying our friend Crabbyface. Lovely indeed!

Not very sleek, but saves 519 pts (3904 vs 3385). The highlighted beam is rope-reinforced steel. It collapses afterward but will stay intact if the diagonal steel beam at the farthest left is doubled. That uses another 120 pts, so I didn't do it because disposable bridges seem to be fair game.

Hey, if we're going to make single-use disposable bridges, we may as well make them REALLY disposable. This saves 540 pts (4763 vs 4223). It can be tweaked to keep the trapeze hanging without snapping the rope, but it costs a tad more and I didn't see any point in doing so.

A horizontal ground-level path anchored at both ends. Now it's only a matter of support. Using only what is necessary saves a whopping 2776 pts (8645 vs 5869). The highlighted beam is double steel. The two upper rope sections are just rope.

I disagree with the comment about "what the authors wanted" (especially since it uses a "cheat," LOL). My reasoning is that the designers could easily prevent unwanted shortcuts if they wanted to. Having falls kill the Euwins, for example. In the end, I arrived at a very simple solution that saves a substantial 1807 pts (14,300 vs 12,493).

The two highlighted diagonal beams are doubled. The highlighted horizontal beam is rope-reinforced steel. Since the bridge is supported from below, it made sense to use bottom bracing. This saves an impressive 1657 pts (10,801 vs 9144).

Okay, back to Philip's "physics engine exploit." I guess it comes down to whether one thinks it's cheating, an individual decision. If I had thought of it on my own (and I wish I had), then I probably wouldn't think so. But I didn't. So to me, relying on it repeatedly when there are alternative viable solutions is cheating. So I'll offer two separate point-saving options depending upon your view.

This was done after the fact to improve upon AaronzDad's design. Saves 564 pts (14,072 vs 13,508).

Like others, I too grumbled about a list of complaints; two-ton shuffling Euwins who refuse to pick up their feet when they walk, elastic rope (except when you want it to be), inconsistencies like when a critter smashes deck by falling just two grid lengths, yet other times fall long distances with no damage, and beams that won't get any stronger no matter how many times you reinforce them. But after awhile, I accepted these limitations and enjoyed the challenge of working through them.

If you really want to maximize your score, always use the "Show Stress" button. As noted, blue is tension and red is compression. Strengthening a blue steel beam with more steel often causes a different beam to snap, which in turn prompts you to double that one and so on. Using rope instead as reinforcement (or even replacement) often solves the problem with no further modification necessary. I didn't really utilize this feature until later in my game; so many designs can probably be improved. The key to high scores: use more rope - the cheapest material.

Since it took several days for me to finish, I really started noticing the attention the designers paid to the background with its clouds, lightning and surreal and whimsical structures. The sounds of frogs, birds and thunder contributed to the atmosphere. The between-level music was another story.

As I mentioned earlier, I was ready to give up about a third of the way in. But like Dora, the game really grew on me. Unlike other bridge construction games, this one lent itself to creative solutions which added to the fun. In the end, I thoroughly enjoyed it and urge those who feel like quitting to hang in there because completing it can be very rewarding.

You know, I saved a ton from my budget (and gained a ton of points) by

starting with 1STEEL, 1ROPE. (in some levels, like level 1 and 2, you can just use 2 ropes). Then a pattern of 3DECKs, 1ROPE, 3DECKs, 1ROPE, et cetera, going straight across. If anything breaks, replace the broken rope with steel.

For level 3,

you can use 1steel, 2rope, 3deck, 1steel, and then continue the 3deck, 1rope pattern. You end with a 2533 budget.

Level four is much different,

but I found you can end with a budget of 682 (rather than 525, as shown in the "Points Walkthrough"). Just use 4DECKraised 1 unit upwards, 2ROPE going horizontal, then another 4DECK from the rope end to Land. From the ends where each deck connects to the rope, go vertical down1STEEL, then 5STEEL from there to whichever piece of land it's closest to. Between these two steel and deck triangles, draw an X with 2 2ROPE segments.

I used the 3DECK-1ROPE pattern for Level 5 for 2767 budget (compared to 668), and on Level 6 for a 967 budget (compared to 534).

On Island 7, you can save an extra 5 points (you know, if you REALLY want every point possible) by

putting 5DECK, but this time angling it 1 unit down. Little alien dude just makes it.

Island 8 can be won by using the pattern, though you use 4DECK at the end.

Am I the only one who seems to be able to blatantly make an unsupported bridge work on some levels? (Example, on level 45 and I put just decks all the way across and finish the level without the bridge breaking)

Aw SHOOT! I just found out I was playing the game on Easy. I clicked Normal - I DID! *rips hair out*. Well, at least my solution for level 4 works for all those enormous gaps - just add a more steel parts to the sides. Most of the time something breaks, but the bridge didn't "collapse", and the alien dude still makes it across.

I'm really... ah, lets just say, annoyed, at the physics of this game. They don't make sense.

It was a challenge though. I'm admittedly trying to outdo Bad Dog's walkthrough. Need to see how much from my budget I saved by using my steel-doublebridge thing.

Hey Ainegue, I'm really interested to see any new solutions. As I noted in my review, the key is rope so you're on the right track. And my score only ranks 30-something on the all-time list so there are better solutions out there. Have you indeed figured out a better Level 4?

JIGuest's June 12th post for Level 52 didn't save any points over mine (perhaps they compared to the original walkthrough). However, it's a good idea that I was able to utilize for a solution that saves another 795 points:

6855 for level 70. The solution, which I understand some may consider as using an improper shortcut, is

to stretch a rope from the start point to the grid intersection just to the left of the critter and right above the ground. From there, build a normally reinforced bridge to just past the flag. Delete the rope, and start the show. It's pretty dicey - not a bridge I'd like to cross myself - but it works.

A refinement of the walkthrough method for level 31 saves a total of 1546, by

positioning a single two element long platform at the level of the lower hook, starting six elements to its right, and held in place by two ropes. It provides just enough of a platform for the critter to bounce off and land on the island.

There's nothing about your solution for level 70 that can be considered an improper shortcut, Peachy. However, there's already one in the points walkthrough scoring 7797. As for level 31, I arrived at a similar solution. It's a single deck section and placement is different but it saves 1576. In fact, I found a lots of better solutions than my walkthrough. How so?

Several weeks ago, I became curious about the most recent comments. One was able to simply use deck in what I considered to be a very hard level. Another talked of all the points being saved before realizing they were in "Easy Mode." There were no skill modes when I played so I revisted the game. I found I was able to easily eliminate major structural supports to many bridges and use approaches previously impossible. Replaying the entire game on normal mode increased my total by an astounding 40K points!

Apparently, Picaso Games decided to redesign the game to significantly reduce the difficulty level. Thus, my Points Walkthrough has been rendered obsolete. I understand making a game easier to gain a wider audience. But they achieved that by adding an easy mode. Why they changed the overall difficulty is beyond me.

Creating and uploading new images is a lot of work. So I won't revise the walkthough because there's little interest now. But for anyone interested in seeing just the scores, here they are:

Figures below do not include bonus points. Only what you see on the screen as you play. Add bonus points as follow:

For level 46: Yes, after they made the game easier (per my post above about the points walkthrough being obsolete), you can eliminate the bottom support altogether. But your score is probably lower than 3505 if you're using extra rope from the crane. There's a cheaper way. Can you guess what it is?

Maybe it's me, but this game is just too hard. And too easy. The levels vary wildly in difficulty. One level will be really easy then the next will be so hard I have to resort to a walkthrough.

Another issue I had was that the ground is only half-solid. Only the deck can touch it. So when I go to lean a piece of steel up against the ground, it just goes right through. What sort of steel is this?

And am I the only one who found the "show stress" function to be completely useless? Maybe if I could see it when the little dude wasn't already walking across, it would've been more help.

I have actually got more points than you on several levels, but for the rest you completely beat me. If someone could tell me how to leave a screenshot, I could help improve this walkthrough. Also, the level with the diego cage thing doesn't work.

also on Jayisgames

chrpa—
Hello escapers, welcome to the new Weekday Escape! Almost traditionally, you start with pleasant Amajeto's room followed by another one of theirs. Nicolet settled their newest game in a small village where you need to visit all houses and interact...
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chrpa—
Hi, it's Wednesday, it's escape time again! The first comes sweet Detarame Factory game followed by well-done (and sweet) Shigeyuki Kagamura's escape where you turn into explorer of sewerage system and successful rescuer of lost cat. Lubricants and capsuled key...
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chrpa—
Welcome! The week is over and the new Weekday Escape is here! It's lazy summer afternoon, and Amajeto locked you in their velvetish looking living room with colorful coctails standing here and there. After the escape, you are delivered mysterious...
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